railgun default harpoon

harpoon's crouch is now a harpoon sized railgun
tech: halfwave rectifier now gives energy on harpoon/railgun charge and also stops harpoon from draining energy when it retracts
toggling harpoon does 800 -> 600% more damage

perfect diamagnetism default field is a bit larger

bug fix with several periodic checks running off simulation time
  they now run on player time and will be active during time dilation
fixed a bug where lore wasn't working
This commit is contained in:
landgreen
2022-02-08 05:51:06 -08:00
parent d51a9d6dd8
commit 67a6ee29d1
7 changed files with 257 additions and 256 deletions

View File

@@ -5330,16 +5330,16 @@ const tech = {
{
name: "capacitor bank",
// description: "<strong>charge</strong> effects build up almost <strong>instantly</strong><br><em style = 'font-size:97%;'>throwing <strong class='color-block'>blocks</strong>, foam, railgun, pulse, tokamak</em>",
descriptionFunction() { return `<strong>charge</strong> effects build up almost <strong>instantly</strong><br><em style = 'font-size:97%;'>throwing <strong class='color-block'>blocks</strong>, ${tech.haveGunCheck("foam", false) ? "<strong>foam</strong>" : "foam"}, ${tech.isRailGun ? "<strong>railgun</strong>" : "railgun"}, ${tech.isPulseLaser ? "<strong>pulse</strong>" : "pulse"}, ${tech.isTokamak ? "<strong>tokamak</strong>" : "tokamak"}</em>` },
descriptionFunction() { return `<strong>charge</strong> effects build up almost <strong>instantly</strong><br><em style = 'font-size:97%;'>throwing <strong class='color-block'>blocks</strong>, ${tech.haveGunCheck("foam", false) ? "<strong>foam</strong>" : "foam"}, ${tech.haveGunCheck("harpoon", false) ? "<strong>railgun</strong>" : "railgun"}, ${tech.isPulseLaser ? "<strong>pulse</strong>" : "pulse"}, ${tech.isTokamak ? "<strong>tokamak</strong>" : "tokamak"}</em>` },
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.blockDamage > 0.075 || tech.haveGunCheck("foam") || tech.isRailGun || tech.isTokamak || tech.isPulseLaser
return tech.blockDamage > 0.075 || tech.haveGunCheck("foam") || tech.isTokamak || tech.isPulseLaser
},
requires: "throwing blocks, foam, railgun, pulse, tokamak",
requires: "throwing blocks, foam, pulse, tokamak",
effect() {
tech.isCapacitor = true;
},
@@ -5537,7 +5537,7 @@ const tech = {
},
{
name: "toggling harpoon",
description: "increase the <strong class='color-d'>damage</strong> of your next <strong>harpoon</strong><br>by <strong>800%</strong> after using it to collect a <strong>power up</strong>",
description: "increase the <strong class='color-d'>damage</strong> of your next <strong>harpoon</strong><br>by <strong>600%</strong> after using it to collect a <strong>power up</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
@@ -5574,9 +5574,28 @@ const tech = {
tech.extraHarpoons = 0;
}
},
// {
// name: "railgun",
// description: "firing the <strong>harpoon</strong> while crouched launches<br>a rod that is <strong>faster</strong>, <strong>larger</strong>, and more <strong>dense</strong>",
// isGunTech: true,
// maxCount: 1,
// count: 0,
// frequency: 2,
// frequencyDefault: 2,
// allowed() {
// return tech.haveGunCheck("harpoon")
// },
// requires: "railgun",
// effect() {
// tech.isRailGun = true;
// },
// remove() {
// tech.isRailGun = false;
// }
// },
{
name: "railgun",
description: "firing the <strong>harpoon</strong> while crouched launches<br>a rod that is <strong>faster</strong>, <strong>larger</strong>, and more <strong>dense</strong>",
name: "half-wave rectifier",
description: "<strong>harpoons</strong> drain no <strong class='color-f'>energy</strong> as they <strong>retract</strong><br><strong>crouch</strong> firing <strong>harpoon</strong> generates <strong class='color-f'>energy</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
@@ -5586,25 +5605,6 @@ const tech = {
return tech.haveGunCheck("harpoon")
},
requires: "railgun",
effect() {
tech.isRailGun = true;
},
remove() {
tech.isRailGun = false;
}
},
{
name: "half-wave rectifier",
description: "charging the <strong>railgun</strong> gives you <strong class='color-f'>energy</strong><br><em>instead of draining it</em>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.isRailGun
},
requires: "harpoon, railgun",
effect() {
tech.isRailEnergyGain = true;
},